It would be nice to be able to get new sounds (for new factions or effects etc...) and not break existing chatpacks so is there a possibilty of spliting sounddef.mdl into two files, one sounddef for sound effects and another sounddef for quick chats (sounddefqc.mdl?) that way no matter how many new sound effects are in place a persons existing quickchats can remain the same. This will make it easier for chat packs to stay around without needing someone who knows how to edit them to constantly update them after sounddef updates.
Also maybe change the default setting to mute unknown voice chats?
Split Sound Effects and Quickchat's
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TurkeyXIII
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On a related note, what about different sound effect files for each core? It's annoying having to modify sounddef when two different people are working on two different cores that share the same sounddef.mdl file.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]


Not really the same Andon, yes in principle but in practice it's going to require a rewrite of each individual core as it would change the way core files would work having to show which coresounddef file they are using. Of course it might just be a simple thing to do to change on every core and all the current cores can use the same sounddef file (minus the quickchats) as now anyway so wouldn't need to make a whole bunch of new sounddef files but I dunno if that would be breaking ICE or text2core etc...
Quickchat I believe though has nothing to do with the core files so that should be able to work without touching the cores themselves, would just be changing where quickchats get the sounds defined.
Quickchat I believe though has nothing to do with the core files so that should be able to work without touching the cores themselves, would just be changing where quickchats get the sounds defined.
You'd have to change the .igc format to have each core pull the coresounddef files.
You can, however, have sounddef.mdl use other files - So you add a line for adding xc_sound.mdl and have all the xc definitions in there. You'd still have to maintain the individual numbers over all the different files, but that's no different than now.
You can, however, have sounddef.mdl use other files - So you add a line for adding xc_sound.mdl and have all the xc definitions in there. You'd still have to maintain the individual numbers over all the different files, but that's no different than now.



yeah I know, im just saying you have to edit all the existing cores, I dunno if it would affect ICE, it would probably require an update to add the functionality to add coresounddef file.
Not saying it's hard(er) to do, just different, you can definitely split sounddef and create a quickchat sounddef now without breaking anything apart from custom chatpacks but it would be a piece of cake to add em.
Not saying it's hard(er) to do, just different, you can definitely split sounddef and create a quickchat sounddef now without breaking anything apart from custom chatpacks but it would be a piece of cake to add em.
You DON'T have to edit the cores for a separate file for core sound files. You WOULD have to edit the cores to do it how you're saying.HSharp wrote:QUOTE (HSharp @ Apr 23 2011, 06:31 PM) yeah I know, im just saying you have to edit all the existing cores, I dunno if it would affect ICE, it would probably require an update to add the functionality to add coresounddef file.
Not saying it's hard(er) to do, just different, you can definitely split sounddef and create a quickchat sounddef now without breaking anything apart from custom chatpacks but it would be a piece of cake to add em.
At the moment, Alleg references sound number X for the gat firing sound. Primary location it checks is sounddef.mdl - But if you decided to take all of the BSG sounds and put them in bsg_sounddef.mdl and then use sounddef.mdl to reference bsg_sounddef.mdl, it'd still find the file.
In theory, it should work, but I know that some things like this don't work (Tried to do something similar with HUDs)



Yes but the whole point of having a bsg_sounddef.mdl is so you don't need to keep changing sounddef.mdl for every new coreAndon wrote:QUOTE (Andon @ Apr 24 2011, 12:55 AM) At the moment, Alleg references sound number X for the gat firing sound. Primary location it checks is sounddef.mdl - But if you decided to take all of the BSG sounds and put them in bsg_sounddef.mdl and then use sounddef.mdl to reference bsg_sounddef.mdl, it'd still find the file.
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TurkeyXIII
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- Joined: Thu Dec 06, 2007 3:18 am
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As long as the change to sounddef.mdl is only one line per core it would be easier to maintain than the current convention. But if it does work (big if, I know), how would it resolve conflicts? For example, if I defined 999 to play a sound that I wanted in dc_sounds.mdl, while you defined 999 to play a different sound you wanted in bsg_sounds.mdl, and we included both in sounddef.mdl - how would it know which one to play?
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]



